Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
GM Prep Time - Cognitive Dissonance in Encounter Design?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Neonchameleon" data-source="post: 5189958" data-attributes="member: 87792"><p>Huh? By my estimates a 9th level party is definitely up into Paragon tier. Even Epic tier doesn't have anything like Wish, Shapechange, Gate, Mordaniken's Disjunction, Implosion, or Storm of Vengenace (although the latter might work) - meaning it caps out before level 17 (spellcaster equivalent). 9th is almost half way between 3rd (roughly equivalent to Level 1) and 16th (roughly equivalent to Level 30). Putting it firmly in the middle.</p><p></p><p>And yes, I did use multiple monsters in 3e. (Although not as many; minions are easy to run and the explicit assumptions were different, and I trust the CR system about as far as I can throw it - any system like that breaks near the edges).</p><p></p><p>Tell me when they get (a) Marks and (b) Forced Movement powers.</p><p></p><p>Of course. (At least if you don't want to model your game on Feng Shui - not that there's anything actually wrong with that). But once there <em>is</em> a combat encounter there, not making it tactically as well as narratively interesting is simply poor craftsmanship.</p><p> </p><p>Again, I say 4e has tools like marks, forced movement, and an assumption of and balance for multiple foes. Now you can argue that at a strategic level 3e wins - but tactically it's hard.</p><p></p><p></p><p></p><p>An encounter that's simply taken down by one spell (Sleep) is not interesting. And what makes things interesting at a tactical level is different between modules. For instance interactive scenery and pushing people down their own pit traps is huge in 4e.</p><p></p><p></p><p></p><p>System matters as much as level.</p><p></p><p></p><p></p><p>And to nod to those differences <em>within the combat</em> if you're running different systems with different approaches to combat.</p><p></p><p></p><p></p><p>Have fun <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (My next session is tomorrow).</p><p></p><p></p><p></p><p>Using them that way is one of the big reasons 4e modules clunk.</p><p></p><p>That's assuming you consider the rolling dice to be the highlight of your social resolution mechanic. I don't. I see it merely as a way of keeping score and providing hooks.</p><p></p><p>No. I need <em>information</em> for things I want to be varied and interesting. Stats are simply one form of information. What I need in 4e for social interaction are motivations, habits, nervous tics, level of influence on the world, principles, religion. All the stuff you normally <em>can't</em> find in stat blocks. Rolling the dice is just a means of keeping score - and the difference between DC17 and DC20 is fundamentally not very interesting.</p><p></p><p>It's ironic I'm getting this response when in a thread a couple of weeks ago (on RPG.net) I was told that if I rolled dice for social interaction I couldn't be roleplaying.</p><p></p><p>Combat is something I want tight mechanics for. That's because every last second matters, it's life or death, and a quarter of an inch can make all the difference. Social can kill you just as dead but it either takes longer or requires more monumental mistakes.</p><p></p><p>Can the dungeons. Explore the world!</p><p></p><p>World building helps, certainly.</p><p></p><p>And <em>none</em> of that is on the difference between +5 and +7.</p><p></p><p>I don't need stats to make most of them varied and interesting. I need fluff - then to match the resolution to the fluff. I don't need my social interactions to snap in the way combat does. (Yes, the dialogue might snap to good effect - but that's not on the dice rolls).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5189958, member: 87792"] Huh? By my estimates a 9th level party is definitely up into Paragon tier. Even Epic tier doesn't have anything like Wish, Shapechange, Gate, Mordaniken's Disjunction, Implosion, or Storm of Vengenace (although the latter might work) - meaning it caps out before level 17 (spellcaster equivalent). 9th is almost half way between 3rd (roughly equivalent to Level 1) and 16th (roughly equivalent to Level 30). Putting it firmly in the middle. And yes, I did use multiple monsters in 3e. (Although not as many; minions are easy to run and the explicit assumptions were different, and I trust the CR system about as far as I can throw it - any system like that breaks near the edges). Tell me when they get (a) Marks and (b) Forced Movement powers. Of course. (At least if you don't want to model your game on Feng Shui - not that there's anything actually wrong with that). But once there [I]is[/I] a combat encounter there, not making it tactically as well as narratively interesting is simply poor craftsmanship. Again, I say 4e has tools like marks, forced movement, and an assumption of and balance for multiple foes. Now you can argue that at a strategic level 3e wins - but tactically it's hard. An encounter that's simply taken down by one spell (Sleep) is not interesting. And what makes things interesting at a tactical level is different between modules. For instance interactive scenery and pushing people down their own pit traps is huge in 4e. System matters as much as level. And to nod to those differences [I]within the combat[/I] if you're running different systems with different approaches to combat. Have fun :) (My next session is tomorrow). Using them that way is one of the big reasons 4e modules clunk. That's assuming you consider the rolling dice to be the highlight of your social resolution mechanic. I don't. I see it merely as a way of keeping score and providing hooks. No. I need [I]information[/I] for things I want to be varied and interesting. Stats are simply one form of information. What I need in 4e for social interaction are motivations, habits, nervous tics, level of influence on the world, principles, religion. All the stuff you normally [I]can't[/I] find in stat blocks. Rolling the dice is just a means of keeping score - and the difference between DC17 and DC20 is fundamentally not very interesting. It's ironic I'm getting this response when in a thread a couple of weeks ago (on RPG.net) I was told that if I rolled dice for social interaction I couldn't be roleplaying. Combat is something I want tight mechanics for. That's because every last second matters, it's life or death, and a quarter of an inch can make all the difference. Social can kill you just as dead but it either takes longer or requires more monumental mistakes. Can the dungeons. Explore the world! World building helps, certainly. And [I]none[/I] of that is on the difference between +5 and +7. I don't need stats to make most of them varied and interesting. I need fluff - then to match the resolution to the fluff. I don't need my social interactions to snap in the way combat does. (Yes, the dialogue might snap to good effect - but that's not on the dice rolls). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
GM Prep Time - Cognitive Dissonance in Encounter Design?
Top